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Feeling lost and hopeless out of education as a games artist

Im posting this at a stage where im kinda lost, i always wanted to and still want to be a character artist...but out there is just nothing..

i have applied for so many jobs and nothing...

ill post my portfolio, but i just cant seem to improve. its a harsh cycle, i cant get better so i feel down, i feel down because i cant do better.

https://www.artstation.com/jackcourt-chandler

If you guys have anything, please

Replies

  • Tiles
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    Tiles interpolator
    Yeah, your characters looks simply ugly and deformed to be brutally honest. That's why you don't get a job. You wouldn't want to play a game with these characters neither, would you? :)

    You picked the hardest part first. That's why you are stuck. Character design is nothing that you start with. You may arrive at it at one point, at the top of the mountain. When you really want to do character design, and not just model from a concept, then eagerly learn anatomy. And learn to draw. That's the mountain that you need to climb first. This is not done in days or months. And it requires lots of time and talent. Which you both may or may not have. Definitely throw out the human concepts. They drag your portfolio down.

    When you want to improve in the technical part, then start with hard ops stuff. Make small props, and make them looking good. A car gives you more than enough trouble already, that's too big. Pick easy things. Simple things. Things that can be done in a few hours, to learn the basics, and to improve quickly. A tea pot with proper shading and rendering, a pencil, a ballpoint pen, a glass. And always finish it. And once you can do this stuff to a degree then you can start with organic things.

    And learn to work from references and concepts. It's a big misconception that a 3d artist also has to be the one who makes the concepts. Most of the time he does not. Your concepts sucks, since you still struggle with anatomy. And so the result sucks too. Use great references, and you will produce better results.

    hth and Kind regards
    Tiles
  • Sage
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    Sage polycounter lvl 20
    Since you are starting out, find some simple projects to learn from. Find concepts from professional artists. Don't make your own when you are starting out. Concept art and Character Artist are two different jobs. You  need to decide what you want to do. Tiles gave excellent advice.
    If you are going to just focus on character modeling practice character bust instead of trying to do a complete character. Then focus on modeling parts like say the ear, nose, hands.
    You need to model, UV then texture and see how it goes.
  • Ruz
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    Ruz insane polycounter
    seems like you are just starting out, but I do see that you have a basic understanding. just keep going for a few years. you would be amazed at how much/many some of the artists I have seen over the years have improved, just by putting the hours in
    Rome was n't built in  a day
  • Muzzoid
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    Muzzoid interpolator
    Tiles said:
    Yeah, your characters looks simply ugly and deformed to be brutally honest.

    @Tiles you can be honest without being horrible like this. Your goal should be to help people while wanting them to still make art. Sometimes tough love can help some personalities, but it's not something I'd risk on a stranger.

    @jcourtchandler
    Welcome to the journey!

    The fact that you are posting and looking for answers that feel out of grasp is a great step, and it's the #1 most important personality trait to being able to make it.

    In general people are right, you'll need to start doing more studies. In general i think people have the misconception that improving at art is just about learning more theory, but really what's happening, is that as we improve, our ability to perceive what things really look like, and the reality of what our work looks like is what is improving.

    The reason why we must copy and do studies, is that it gives our brains an opportunity to compare our skills to what's in front of us in the most direct way possible. it sets up a feedback loop that lets us ratchet up our understanding.

    If I was in your position, I would start to do some slow studies, which I alternate between imagination work. Basically copy some very good work, then next drawing, try and apply some things you picked up from that study, then do another study. This way, you are picking up on new information, and then directly applying it. Your focus is to always push your quality, and make every piece you make, your best yet, and focus on perceiving something you never could see every single time.

    Good luck!


  • Eric Chadwick
    @jcourthandler I moved your topic from the 2D section into the Career & Education section. Check out the other posts here for ideas and encouragement. 

    Personally I found this one to be really helpful with my learning process: 
  • zetheros
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    zetheros ngon master
    not sure if you're following this thread anymore @jcourtchandler but you're just going to have to work hard. A lot harder. 4-5 hour grind sessions after work. Hours of tutorials. The kind of art on your portfolio looks like the stuff my friends doodled in freshman year, and they were not aspiring artists.

    I could tell you to keep it up and you'll get there eventually, but me putting a sugar coating on things will not help you at all in achieving your goal of becoming a hireable character artist
  • NikhilR
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    NikhilR polycounter
    I also recommend a mentor so that you get more direction and at the same time build a relationship with an industry contact.

    I recommend this mentor,
    https://www.linkedin.com/in/timothée-mathon-41896b158/

    Though you would still need to work on fundamentals before a mentor accepts you.
    For this I recommend Feng Zhu's channel, there's a whole lot of tutorials there,
    https://www.youtube.com/@FZDSCHOOL/search?query=character

    Also here on polycount artists are looking to get hired by AAA/AA/Indie companies so there is a certain monotony to what is expected in a concept artist/designers portfolio as far as fundamentals and foundation goes.
    Its a bar to reach, and that bar is usually decided depending on current industry trends.

    the UBISOFT NXT showcase is a good reference to see the kind of work that students would submit for apprenticeships, likely the same would work for internships.
    https://toronto.ubisoft.com/next/

    You can check out the concept art brief and also look through the submissions which are on youtube and winner submissions.
    I would only use them as a starting reference. The NXT showcase judging criteria isn't standardised and there can be a wide variation on what a submission is considered a winner from year to year.
    There is a lack of transparency in choosing winners and hiring in the game industry is subject to many uncontrollable factors so the emphasis should be on the art samples to better understand where you currently are and how far you could go.

    For your art as it currently stands, if you want it to gain traction, you can. You need to learn to market it to the right audience and be consistent in posting regularly to keep the attention going.
    A lot of content can be appealing to a variety of internet users so if you want to explore this route perhaps post on instagram or try to build a product around your art as it stands.

    Like I would pay for a game with art like this. To me its intriguing even if it isn't objectively good (the objective being getting a job in the game industry)

    Some examples of games that have done exceptionally well because their art/gameplay had personality and the developer wasn't trying to meet a normalised expectation.

    https://store.steampowered.com/app/389510/Wild_Animal_Racing/
    https://store.steampowered.com/app/516750/My_Summer_Car/

    This is a peculiar youtube series that I wish had gained traction. I found it because the creator had submitted one of the shorts for the ubisoft NXT showcase.
    https://youtu.be/EUHyKV-DEwk
    Like its horrifying, but blatanly so, so I love it
    https://youtu.be/mEKcdmnvDfA

    And one must not forget the work of David O Reilly 
    https://youtu.be/9RdNjsgC6f0


  • ModBlue
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    ModBlue polycounter lvl 8
    Being brutally honest? Your fundamentals (such as anatomy and lighting) are either novice level or non-existent and there's nothing about your work that feels concept art besides having a turnaround in it. Its not a surprise why you haven't gotten anything back as most employers are used to hiring guys with top notch quality and don't like to settle for less.

    You should find actual courses online that explain what concept art is and find general art courses that teach you about the fundamentals. Check out Schoolism with Bobby Chiu. He has a number of artists who teaches courses on these topics and do a good job of it. I can attest to this because I've bought his courses before.

    https://schoolism.com/

    There is another one I've seen that looks good called Visign, though I haven't purchased anything from it so I have no idea if the instruction quality is good. Still, it looks good and might be worth a look.

    https://visign.com/courses

    But yeah if I were you, I'd not worry about applying for jobs. Instead just focus on improving to get much better and when your work starts to look like what currently working concept artists are doing, then apply.
  • NikhilR
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    NikhilR polycounter
    I would also check out this article to get a better idea of the state of the industry and trends

    https://discover.therookies.co/2025/02/08/working-as-a-senior-concept-artist-in-game-development/
  • bayonetricochet
    You should learn anatomy firstly I suggest learning to draw basic shapes first in perspective then applying them to your actual understanding of how you draw characters which will help in all areas of art 3D modelling game art etc.  Right now your work is utter trash tier.   So  here are some rescources that will help you level up.

    Framed Perspective Vol. 1 -
    by Marcos Mateu-Mestre
    Framed Perspective Vol. 2 same guy.
    Dynamic anatomy
    by Burne Hogarth.

    As for the rest of anatomy study honestly there are thousands of free sources online both in 2D and in 3D stuff you can buy or download free.   You suck but it doesn't mean you can't get better with practice and study. 

    Start with learning the basic principles of drawing in perspective,  learn to draw human anatomy in perspective , learn the shape of the head and the planes and construction of the human head..  learn to draw hands in perspective

    Apply all of the above to 3D modelling
    Learn about proper game topology and unwrapping
    get good.








  • Fabi_G
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    Fabi_G veteran polycounter
    If it's about designing, don't fall into the "I need to draw everything from scratch from imagination"-trap, try using 3d geometry/ mannequins as a base for your concepts, do overpaints - possible with photos too. In 2D, trace silhouettes to get a base. I think designing less about perfect execution, but exploring options and then communicating a design effectively to the person building it (additional notes, material descriptions, image references, detail closeups, look-a-likes). Perception of concept art is probably skewed by marketing concept art.

    Make learning anatomy your long-term goal. Check if there sketch meetups or live drawing classes in your area.

    Translating your own character designs into 3d might help you to identify questions the design should answer. When doing 3d, could start with simple, lowpoly, diffuse only stuff, finish projects, increase complexity as you go.

    "Right now your work is utter thrash tier", "You suck", "get good"? I think you're off the mark here @bayonetricochet
  • bayonetricochet
    No I was actually on the mark @Fabi_G and your advise is working half ass backwards, you always start with with foundational lessons and build off those otherwise you're working with bad habits to start that is why I posted actual references to learning to draw and you posted platitudes and anecdotal feelings .   we don't pull punches or coddle in art that's not how people get better. He does suck it is trash tier he needs to know it's trash tier so he can improve or go find a better career more suited to him and stop wasting extremely valuable time effort that could be spent on doing things that give the guy a stable career.  He's already extremely far behind given he's in university and wasting his money the guy should stop going out and having fun and be improving until he has less then 4 hours of rest a night  he's that far behind.  and needs a kick in the pants to get good or go home.  Do not screw up the guys life because of your feelings.
  • Eric Chadwick
    Who are you, and why are you such an asshole? :p 

    It’s certainly ok to offer incisive feedback, but please consider the audience before firing both barrels.

    An experienced artist would be able to take the kick, and improve. A new artist will not, especially not from some forum person they don’t know.

    I get it, this is Polycount, notorious for the hot take. Just consider who you’re talking with, and how it’s likely to land. We all want to help, after all.
  • bayonetricochet
    Who are you, and why are you such an asshole? :p 

    It’s certainly ok to offer incisive feedback, but please consider the audience before firing both barrels.

    An experienced artist would be able to take the kick, and improve. A new artist will not, especially not from some forum person they don’t know.

    I get it, this is Polycount, notorious for the hot take. Just consider who you’re talking with, and how it’s likely to land. We all want to help, after all.
    I consider you the one with an extremely off putting.  You're being frivolous with the guys career and money.  He either needs to step up or go home.  Honestly I find this coddling your displaying extremely selfish so you feel better about yourself.  And ultimately abhorrent behaviour given you're taking this guys dreams and giving him false hope.  He really really really needs to improve not hear fake false platitudes that make you feel better about yourself.   This kid needs a kick in the pants.  Who are you to deny the guy honest critique and helpful information that will actually lead to improvement rather than selfish garbage so you feel better about yourself. This is why we do not Coddle artists 

    In the 1950's there's a story about All Williamson and Wally wood that is particularly relevant to this discussion.  

    Wally Wood a titan of EC comics, in a fit of frustration, verbally dismantled Williamson’s pages—calling them sloppy, amateurish, and lacking in structure, physically marked up or trashed a piece Williamson had poured his heart into. This wasn’t a polite “here’s how to improve” it was a harsh critique bordering on cruelty. Williamson, devastated, reportedly felt his work was destroyed not just critiqued but rendered worthless in his own eyes by someone he admired.  Rather than being crumpling under this, Williamson took it as a challenge. He studied Wood’s techniques obsessively, honing his line work and storytelling to match the master’s level. By the late 1950s, Williamson was turning heads with his own EC stories, and his career soared through the 1960s and beyond—winning him accolades for titles like Flash Gordon and Star Wars comics. The harsh critique from Wood didn’t literally end his art but shattered his confidence long enough to force a reckoning, which he turned into fuel for a Hall of Fame career.


     



  • Eric Chadwick
    Neat hearing about Williamson. Though seems it’s ok to give a harsh crit to someone else, but it’s not ok to get one yourself?
  • bayonetricochet
    Neat hearing about Williamson. Though seems it’s ok to give a harsh crit to someone else, but it’s not ok to get one yourself?

    You started insulting people. I critiqued the work and offered resources, and chided you on your personal attacks, to which you became emotional after learning that you’re actually the one behaving badly. Clearly, you have no self-awareness. Please take a moment to understand that you’re the aggressor, and being honest with an artist isn’t a personal attack on their character. They came here for critiques. 
    I have no qualms being honest with an artist that needs actual help so they get that help. You, on the other hand, offer nothing but feelings and platitudes, and admonish honesty as hostility. In reality, it was only you that crossed that line first. You should honestly Grow up.
    Lastly, I don’t agree with a moral busybody. What you think is moral, I consider frankly stupid, utterly contemptibly and selfish, I find that type of personality ill-suited to offer anyone advice. I don’t consider you to be an accurate judge of anyone’s character so we're going to disregard anything you've said as simply lashing out. You have no right to call anyone names when you yourself are a self-interested, prick. I consider this an end to our back-and-forth. I highly doubt you will grow from this experience at all, but instead, you’re likely to obfuscate, evade, and misdirect.  Thanks for coming out..    
    "It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience." C.S. Lewis




  • sacboi
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    sacboi veteran polycounter

    Hey there , I've only a couple of further thoughts that might be useful cos looks like just about everything one can suggest as constructive feedback has already been shared. 

    Anyhow art in my humble opinion amongst other things is highly subjective, where one man's/woman's trash can be another's treasure....etc, etc for instance, recall seeing an idea roughly sketched on the back of a drinks coaster during an extended lunch, just scribbled bunch of lines but how the artistic intent was conveyed articulatly was really something to behold so I believe aside from accrud experience fairly crucial to develop is also soft skills  i.e. effective ability too breifly communicate!  which while reviewing your work for me read potential promise, if that is you're prepared to put in copious amounts of necessary time and effort?! getting there...

    Secondly search around your local niegbourhood for art life drawing classes, because nothing like laying bare our ego for others to critique FACE TOO FACE    lol

    Sincerely enjoy the journey   : )


  • bayonetricochet
    sacboi said:

    Hey there , I've only a couple of further thoughts that might be useful cos looks like just about everything one can suggest as constructive feedback has already been shared. 

    Anyhow art in my humble opinion amongst other things is highly subjective, where one man's/woman's trash can be another's treasure....etc, etc for instance, recall seeing an idea roughly sketched on the back of a drinks coaster during an extended lunch, just scribbled bunch of lines but how the artistic intent was conveyed articulatly was really something to behold so I believe aside from accrud experience fairly crucial to develop is also soft skills  i.e. effective ability too breifly communicate!  which while reviewing your work for me read potential promise, if that is you're prepared to put in copious amounts of necessary time and effort?! getting there...

    Secondly search around your local niegbourhood for art life drawing classes, because nothing like laying bare our ego for others to critique FACE TOO FACE    lol

    Sincerely enjoy the journey   : )


    This is all good advice, but there is one thing that should be corrected is that there is good and bad art and it's not at all subjective when it comes to being a career artist. There are minimum standards that will and will not get someone hired and foundational basics in art that should always be learned and then later on bent for personal style.  This is almost universally considered the best approach.  So I agree with everything stated here except that art is subjective it's subjective to the layman perhaps but not the professional or hiring mangers and artist directors in someone career.

  • Eric Chadwick
  • ModBlue
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    ModBlue polycounter lvl 8
    @Eric Chadwick I was wondering when you were going to ban him lol.
  • Eric Chadwick
    Well, did I make the right call? Need to be careful and considerate when carrying the admin stick, which I don't always do, my apologies.
  • Fabi_G
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    Fabi_G veteran polycounter
    I think this users behavior was unbearable - right call.
  • sacboi
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    sacboi veteran polycounter
    .... hell was that!!

    a breath of foul air thankfully flushed away whence it came
  • poopipe
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    poopipe grand marshal polycounter
    Well, did I make the right call? Need to be careful and considerate when carrying the admin stick, which I don't always do, my apologies.

    I've said things like that, regretted it and gone back to apologise face to face on more than one occasion and I'm a complete arsehole. 

    Even if some of the points made were valid, it wasn't done respectfully - I think you're on the right side of history with this one  

  • Eric Chadwick
    Yeah seemed like some deep anger issues there, with not much room for mellowing out. Though I'm leaning towards more like a temp ban next time with a clearly worded private message on what's expected. I hate just shutting the door on someone.
  • poopipe
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    poopipe grand marshal polycounter
    embrace the ban hammer 
  • Eric Chadwick
    Oh well, op hasn’t logged in since the initial post, guess it’s a good thing they missed all the drama.
  • Muzzoid
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    Muzzoid interpolator
    Banning was the right call.

    AND this all transpired AFTER we already had some sparring of words that were a bit harsh. The irony here is that many of us are career professionals, who have taught many people.

    If somebody is going to get a fire under their ass to get good, the first step is to seek out external opinions and advice. It hurts to see people sticking their head out and then getting bashed immediate. Posting here could have been the first step for them to go down the path of intense effort and study.

  • Rudi
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    Rudi polycounter lvl 12
    I'm not an expert when it comes to 3d model but I'll try giving out some feedback. I've noticed some models (excluding sculptures) have some triangulation already applied which usually is a last step when it comes to 3d modeling (that is if we're making a game prop), adding triangulation haphazardly can make modifying/editing models difficult in the long run. Sticking to quads only is usually the way to go. One thing you can do is make a "prop zoo" where you make low-poly props in order to improve your topology on a much smaller scale compared to big endeavors like car, characters, .etc. I can show you some examples of what I'm talking about.

    example 1:


    example 2:


    example 3:

    Wish you the very best!
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